#include "WeaponCommon.hpp" #include "Character/CAnimData.hpp" #include "GameGlobalObjects.hpp" #include "CSimplePool.hpp" #include "Character/CPrimitive.hpp" #include "Audio/CSfxManager.hpp" #include "CStateManager.hpp" namespace urde::NWeaponTypes { void primitive_set_to_token_vector(const CAnimData& animData, const std::set& primSet, std::vector& tokensOut, bool preLock) { int eventCount = 0; for (const CPrimitive& prim : primSet) if (animData.GetEventResourceIdForAnimResourceId(prim.GetAnimResId()).IsValid()) ++eventCount; tokensOut.clear(); tokensOut.reserve(primSet.size() + eventCount); SObjectTag atag{FOURCC('ANIM'), 0}; SObjectTag etag{FOURCC('EVNT'), 0}; for (const CPrimitive& prim : primSet) { CAssetId eId = animData.GetEventResourceIdForAnimResourceId(prim.GetAnimResId()); if (eId.IsValid()) { etag.id = prim.GetAnimResId(); tokensOut.push_back(g_SimplePool->GetObj(etag)); if (preLock) tokensOut.back().Lock(); } atag.id = prim.GetAnimResId(); tokensOut.push_back(g_SimplePool->GetObj(atag)); if (preLock) tokensOut.back().Lock(); } } void unlock_tokens(std::vector& anims) { for (CToken& tok : anims) tok.Unlock(); } void lock_tokens(std::vector& anims) { for (CToken& tok : anims) tok.Lock(); } bool are_tokens_ready(const std::vector& anims) { for (const CToken& tok : anims) if (!tok.IsLoaded()) return false; return true; } void get_token_vector(const CAnimData& animData, int begin, int end, std::vector& tokensOut, bool preLock) { std::set prims; for (int i = begin; i < end; ++i) { CAnimPlaybackParms parms(i, -1, 1.f, true); animData.GetAnimationPrimitives(parms, prims); } primitive_set_to_token_vector(animData, prims, tokensOut, preLock); } void get_token_vector(const CAnimData& animData, int animIdx, std::vector& tokensOut, bool preLock) { std::set prims; CAnimPlaybackParms parms(animIdx, -1, 1.f, true); animData.GetAnimationPrimitives(parms, prims); primitive_set_to_token_vector(animData, prims, tokensOut, preLock); } void do_sound_event(std::pair& sfxHandle, float& pitch, bool doPitchBend, u32 soundId, float weight, u32 flags, float falloff, float maxDist, float minVol, float maxVol, const zeus::CVector3f& posToCam, const zeus::CVector3f& pos, TAreaId aid, CStateManager& mgr) { if (posToCam.magSquared() >= maxDist * maxDist) return; u16 useSfxId = CSfxManager::TranslateSFXID(u16(soundId)); u32 useFlags = 0x1; // Continuous parameter update if ((flags & 0x8) != 0) useFlags |= 0x8; // Doppler effect bool useAcoustics = (flags & 0x80) == 0; CAudioSys::C3DEmitterParmData parms; parms.x0_pos = pos; parms.xc_dir = zeus::CVector3f::skUp; parms.x18_maxDist = maxDist; parms.x1c_distComp = falloff; parms.x20_flags = useFlags; parms.x24_sfxId = useSfxId; parms.x26_maxVol = maxVol; parms.x27_minVol = minVol; parms.x28_important = false; parms.x29_prio = 0x7f; if (mgr.GetActiveRandom()->Float() <= weight) { if ((soundId & 0x80000000) != 0) { if (!sfxHandle.second) { CSfxHandle hnd; if ((soundId & 0x40000000) != 0) hnd = CSfxManager::SfxStart(useSfxId, 1.f, 0.f, true, 0x7f, true, aid); else hnd = CSfxManager::AddEmitter(parms, useAcoustics, 0x7f, true, aid); if (hnd) { sfxHandle.first = useSfxId; sfxHandle.second = hnd; if (doPitchBend) CSfxManager::PitchBend(hnd, pitch); } } else { if (sfxHandle.first == useSfxId) { CSfxManager::UpdateEmitter(sfxHandle.second, parms.x0_pos, parms.xc_dir, parms.x26_maxVol); } else if ((flags & 0x4) != 0) // Pausable { CSfxManager::RemoveEmitter(sfxHandle.second); CSfxHandle hnd = CSfxManager::AddEmitter(parms, useAcoustics, 0x7f, true, aid); if (hnd) { sfxHandle.first = useSfxId; sfxHandle.second = hnd; if (doPitchBend) CSfxManager::PitchBend(hnd, pitch); } } } } else { CSfxHandle hnd; if ((soundId & 0x40000000) != 0) hnd = CSfxManager::SfxStart(useSfxId, 1.f, 0.f, true, 0x7f, false, aid); else hnd = CSfxManager::AddEmitter(parms, useAcoustics, 0x7f, false, aid); if (doPitchBend) CSfxManager::PitchBend(hnd, pitch); } } } CAssetId get_asset_id_from_name(const char* name) { const SObjectTag* tag = g_ResFactory->GetResourceIdByName(name); if (!tag) return {}; return tag->id; } CPlayerState::EPlayerSuit get_current_suit(const CStateManager& mgr) { CPlayerState::EPlayerSuit suit = mgr.GetPlayerState()->GetCurrentSuit(); if (suit < CPlayerState::EPlayerSuit::Power || suit > CPlayerState::EPlayerSuit::FusionGravity) suit = CPlayerState::EPlayerSuit::Power; if (suit == CPlayerState::EPlayerSuit::FusionPower) suit = CPlayerState::EPlayerSuit(int(suit) + int(mgr.GetPlayerState()->GetCurrentSuitRaw())); return suit; } CSfxHandle play_sfx(u16 sfx, bool underwater, bool looped, float pan) { CSfxHandle hnd = CSfxManager::SfxStart(sfx, 1.f, pan, true, 0x7f, looped, kInvalidAreaId); CSfxManager::SfxSpan(hnd, 0.f); if (underwater) CSfxManager::PitchBend(hnd, -1.f); return hnd; } } // namespace urde::NWeaponTypes